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* aaaaaaaaaaaaaaa * Forgor * Adds missing /proc/ --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
585 lines
17 KiB
Plaintext
585 lines
17 KiB
Plaintext
#define BATON_COOLDOWN 3.5 SECONDS
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/mob/living/simple_animal/bot/ed209
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name = "\improper ED-209 Security Robot"
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desc = "A security robot. He looks less than thrilled."
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icon = 'icons/obj/aibots.dmi'
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icon_state = "ed2090"
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density = TRUE
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anchored = FALSE
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health = 150
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maxHealth = 150
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damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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obj_damage = 60
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environment_smash = ENVIRONMENT_SMASH_WALLS //Walls can't stop THE LAW
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mob_size = MOB_SIZE_LARGE
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radio_channel = "Security"
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bot_type = SEC_BOT
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bot_filter = RADIO_SECBOT
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model = "ED-209"
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bot_purpose = "seek out criminals, handcuff them, and report their location to security"
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req_access = list(ACCESS_SECURITY)
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window_id = "autoed209"
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window_name = "Automatic Security Unit v2.6"
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data_hud_type = DATA_HUD_SECURITY_ADVANCED
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allow_pai = FALSE
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var/lastfired = 0
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var/shot_delay = 3 //.3 seconds between shots
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var/lasercolor = ""
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var/disabled = FALSE //A holder for if it needs to be disabled, if true it will not seach for targets, shoot at targets, or move, currently only used for lasertag
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var/mob/living/carbon/target
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var/oldtarget_name
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var/threatlevel = 0
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var/target_lastloc //Loc of target when arrested.
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var/last_found //There's a delay
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var/declare_arrests = TRUE //When making an arrest, should it notify everyone wearing sechuds?
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var/idcheck = FALSE //If true, arrest people with no IDs
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var/weapons_check = TRUE //If true, arrest people for weapons if they don't have access
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var/check_records = TRUE //Does it check security records?
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var/no_handcuffs = FALSE //If true, don't handcuff
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var/projectile = /obj/item/projectile/beam/disabler //Holder for projectile type
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var/shoot_sound = 'sound/weapons/taser.ogg'
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var/baton_delayed = FALSE
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var/obj/item/melee/baton/infinite_cell/baton = null // stunbaton bot uses to melee attack
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var/currently_cuffing = FALSE // TRUE if we're cuffing someone right now
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/mob/living/simple_animal/bot/ed209/Initialize(mapload, created_name, created_lasercolor)
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. = ..()
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baton = new(src)
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if(created_name)
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name = created_name
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if(created_lasercolor)
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lasercolor = created_lasercolor
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icon_state = "[lasercolor]ed209[on]"
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set_weapon() //giving it the right projectile and firing sound.
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setup_access()
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if(lasercolor)
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shot_delay = 6 //Longer shot delay because JESUS CHRIST
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check_records = FALSE //Don't actively target people set to arrest
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no_handcuffs = TRUE //Don't even try to cuff
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declare_arrests = FALSE // Don't spam sec
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req_access = list(ACCESS_MAINT_TUNNELS, ACCESS_THEATRE, ACCESS_ROBOTICS)
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if(created_name == initial(name) || !created_name)
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if(lasercolor == "b")
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name = pick("BLUE BALLER","SANIC","BLUE KILLDEATH MURDERBOT")
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else if(lasercolor == "r")
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name = pick("RED RAMPAGE","RED ROVER","RED KILLDEATH MURDERBOT")
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/mob/living/simple_animal/bot/ed209/Destroy()
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QDEL_NULL(baton)
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return ..()
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/mob/living/simple_animal/bot/ed209/proc/setup_access()
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if(access_card)
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var/datum/job/detective/J = new/datum/job/detective
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access_card.access += J.get_access()
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prev_access = access_card.access
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/mob/living/simple_animal/bot/ed209/turn_on()
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. = ..()
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icon_state = "[lasercolor]ed209[on]"
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mode = BOT_IDLE
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/mob/living/simple_animal/bot/ed209/turn_off()
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..()
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icon_state = "[lasercolor]ed209[on]"
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/mob/living/simple_animal/bot/ed209/bot_reset()
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..()
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target = null
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oldtarget_name = null
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anchored = FALSE
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currently_cuffing = FALSE
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walk_to(src,0)
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set_path(null)
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last_found = world.time
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set_weapon()
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/mob/living/simple_animal/bot/ed209/set_custom_texts()
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text_hack = "You disable [name]'s combat inhibitor."
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text_dehack = "You restore [name]'s combat inhibitor."
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text_dehack_fail = "[name] ignores your attempts to restrict [p_them()]!"
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/mob/living/simple_animal/bot/ed209/show_controls(mob/user)
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ui_interact(user)
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/mob/living/simple_animal/bot/ed209/ui_state(mob/user)
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return GLOB.default_state
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/mob/living/simple_animal/bot/ed209/ui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "BotSecurity", name)
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ui.open()
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/mob/living/simple_animal/bot/ed209/ui_data(mob/user)
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var/list/data = ..()
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data["check_id"] = idcheck
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data["check_weapons"] = weapons_check
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data["check_warrant"] = check_records
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data["arrest_mode"] = no_handcuffs // detain or arrest
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data["arrest_declare"] = declare_arrests // announce arrests on radio
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return data
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/mob/living/simple_animal/bot/ed209/ui_act(action, params)
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if(..())
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return
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if(topic_denied(usr))
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to_chat(usr, "<span class='warning'>[src]'s interface is not responding!</span>")
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return
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add_fingerprint(usr)
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. = TRUE
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switch(action)
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if("power")
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if(on)
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turn_off()
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else
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turn_on()
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if("autopatrol")
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auto_patrol = !auto_patrol
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bot_reset()
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if("hack")
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handle_hacking(usr)
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if("disableremote")
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remote_disabled = !remote_disabled
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if("authweapon")
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weapons_check = !weapons_check
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if("authid")
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idcheck = !idcheck
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if("authwarrant")
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check_records = !check_records
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if("arrtype")
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no_handcuffs = !no_handcuffs
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if("arrdeclare")
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declare_arrests = !declare_arrests
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if("ejectpai")
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ejectpai()
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/mob/living/simple_animal/bot/ed209/topic_denied(mob/user)
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if(lasercolor && ishuman(user))
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var/mob/living/carbon/human/H = user
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if((lasercolor == "b") && (istype(H.wear_suit, /obj/item/clothing/suit/redtag))) //Opposing team cannot operate it
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return TRUE
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else if((lasercolor == "r") && (istype(H.wear_suit, /obj/item/clothing/suit/bluetag)))
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return TRUE
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return ..()
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/mob/living/simple_animal/bot/ed209/proc/retaliate(mob/living/carbon/human/H)
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threatlevel = H.assess_threat(src)
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threatlevel += 6
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if(threatlevel >= 4)
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target = H
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mode = BOT_HUNT
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/mob/living/simple_animal/bot/ed209/attack_hand(mob/living/carbon/human/H)
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if(H.a_intent == INTENT_HARM)
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retaliate(H)
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return ..()
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/mob/living/simple_animal/bot/ed209/attackby(obj/item/W, mob/user, params)
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..()
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if(W.force && !target && W.damtype != STAMINA)
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retaliate(user)
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if(lasercolor)//To make up for the fact that lasertag bots don't hunt
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shootAt(user)
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/mob/living/simple_animal/bot/ed209/emag_act(mob/user)
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..()
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if(emagged)
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if(user)
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to_chat(user, "<span class='warning'>You short out [src]'s target assessment circuits.</span>")
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oldtarget_name = user.name
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audible_message("<span class='danger'>[src] buzzes oddly!</span>")
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declare_arrests = FALSE
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icon_state = "[lasercolor]ed209[on]"
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set_weapon()
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/mob/living/simple_animal/bot/ed209/bullet_act(obj/item/projectile/Proj)
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if(!disabled)
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var/lasertag_check = FALSE
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if(lasercolor == "b")
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if(istype(Proj, /obj/item/projectile/beam/lasertag/redtag))
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lasertag_check = TRUE
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else if(lasercolor == "r")
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if(istype(Proj, /obj/item/projectile/beam/lasertag/bluetag))
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lasertag_check = TRUE
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if(lasertag_check)
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icon_state = "[lasercolor]ed2090"
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disabled = TRUE
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walk_to(src, 0)
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target = null
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addtimer(CALLBACK(src, PROC_REF(unset_disabled)), 10 SECONDS)
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return TRUE
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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if(!Proj.nodamage && Proj.damage < src.health)
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retaliate(Proj.firer)
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..()
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/mob/living/simple_animal/bot/ed209/handle_automated_action()
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if(!..())
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return
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if(disabled)
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return
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ed209_ai()
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/mob/living/simple_animal/bot/ed209/proc/ed209_ai()
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var/list/targets = list()
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for(var/mob/living/carbon/C in view(7, src)) //Let's find us a target
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var/threatlevel = 0
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if(C.stat || !(mobility_flags & MOBILITY_MOVE))
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continue
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threatlevel = C.assess_threat(src, lasercolor)
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//speak(C.real_name + text(": threat: []", threatlevel))
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if(threatlevel < 4)
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continue
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var/dst = get_dist(src, C)
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if(dst <= 1 || dst > 7)
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continue
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targets += C
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if(length(targets))
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var/mob/living/carbon/t = pick(targets)
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if(t.stat != DEAD && !HAS_TRAIT(t, TRAIT_FLOORED) && !t.handcuffed) //we don't shoot people who are dead, cuffed or lying down.
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shootAt(t)
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switch(mode)
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if(BOT_IDLE) // idle
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walk_to(src,0)
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set_path(null)
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if(!lasercolor) //lasertag bots don't want to arrest anyone
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if(find_new_target())
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return // see if any criminals are in range
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if(!mode && auto_patrol) // still idle, and set to patrol
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mode = BOT_START_PATROL // switch to patrol mode
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if(BOT_HUNT) // hunting for perp
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// if can't reach perp for long enough, go idle
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if(frustration >= 8)
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walk_to(src, 0)
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set_path(null)
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back_to_idle()
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return
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if(!target) // make sure target exists
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back_to_idle()
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return
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if(Adjacent(target) && isturf(target.loc) && !baton_delayed) // if right next to perp
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stun_attack(target)
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if(!lasercolor)
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mode = BOT_PREP_ARREST
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anchored = TRUE
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target_lastloc = target.loc
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return
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mode = BOT_HUNT
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target = null
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target_lastloc = null
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return
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try_chasing_target(target)
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if(BOT_PREP_ARREST) // preparing to arrest target
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// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
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if(!Adjacent(target) || !isturf(target.loc) || world.time - target.stam_regen_start_time < 4 SECONDS && target.getStaminaLoss() <= 100)
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back_to_hunt()
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return
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if(!(iscarbon(target) && target.canBeHandcuffed()))
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back_to_idle()
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return
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if(no_handcuffs) // should we not cuff?
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return
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if(currently_cuffing)
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return
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if(!target.handcuffed)
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cuff(target)
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return
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back_to_idle()
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if(BOT_ARREST)
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if(!target || target.handcuffed)
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back_to_idle()
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return
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if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && world.time - target.stam_regen_start_time < 4 SECONDS && target.getStaminaLoss() <= 100)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again.
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back_to_hunt()
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return
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mode = BOT_PREP_ARREST
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anchored = FALSE
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if(BOT_START_PATROL)
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if(find_new_target())
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return
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start_patrol()
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if(BOT_PATROL)
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if(find_new_target())
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return
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bot_patrol()
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return
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/mob/living/simple_animal/bot/ed209/proc/back_to_idle()
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anchored = FALSE
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mode = BOT_IDLE
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target = null
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last_found = world.time
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frustration = 0
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INVOKE_ASYNC(src, PROC_REF(handle_automated_action))
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/mob/living/simple_animal/bot/ed209/proc/back_to_hunt()
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anchored = FALSE
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frustration = 0
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mode = BOT_HUNT
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INVOKE_ASYNC(src, PROC_REF(handle_automated_action))
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// look for a criminal in view of the bot
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/mob/living/simple_animal/bot/ed209/proc/find_new_target()
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if(disabled)
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return FALSE
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anchored = FALSE
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threatlevel = 0
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for(var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
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if((C.stat) || (C.handcuffed))
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continue
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if((C.name == oldtarget_name) && (world.time < last_found + 100))
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continue
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threatlevel = C.assess_threat(src, lasercolor)
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if(!threatlevel || threatlevel < 4)
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continue
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target = C
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oldtarget_name = C.name
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speak("Level [threatlevel] infraction alert!")
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playsound(loc, pick('sound/voice/ed209_20sec.ogg', 'sound/voice/edplaceholder.ogg'), 50, FALSE)
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visible_message("<b>[src]</b> points at [C.name]!")
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mode = BOT_HUNT
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INVOKE_ASYNC(src, PROC_REF(handle_automated_action))
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return TRUE
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return FALSE
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/mob/living/simple_animal/bot/ed209/proc/check_for_weapons(obj/item/slot_item)
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if(slot_item && slot_item.needs_permit)
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return 1
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return 0
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/mob/living/simple_animal/bot/ed209/explode()
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walk_to(src,0)
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visible_message("<span class='userdanger'>[src] blows apart!</span>")
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var/turf/Tsec = get_turf(src)
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var/obj/item/ed209_assembly/Sa = new /obj/item/ed209_assembly(Tsec)
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Sa.build_step = 1
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Sa.overlays += image('icons/obj/aibots.dmi', "hs_hole")
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Sa.created_name = name
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new /obj/item/assembly/prox_sensor(Tsec)
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if(!lasercolor)
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var/obj/item/gun/energy/disabler/G = new /obj/item/gun/energy/disabler(Tsec)
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G.cell.charge = 0
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G.update_icon()
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else if(lasercolor == "b")
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var/obj/item/gun/energy/laser/tag/blue/G = new /obj/item/gun/energy/laser/tag/blue(Tsec)
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G.cell.charge = 0
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G.update_icon()
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else if(lasercolor == "r")
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var/obj/item/gun/energy/laser/tag/red/G = new /obj/item/gun/energy/laser/tag/red(Tsec)
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G.cell.charge = 0
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G.update_icon()
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if(prob(50))
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new /obj/item/robot_parts/l_leg(Tsec)
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if(prob(25))
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new /obj/item/robot_parts/r_leg(Tsec)
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if(prob(25))//50% chance for a helmet OR vest
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if(prob(50))
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new /obj/item/clothing/head/helmet(Tsec)
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else
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if(!lasercolor)
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new /obj/item/clothing/suit/armor/vest(Tsec)
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if(lasercolor == "b")
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new /obj/item/clothing/suit/bluetag(Tsec)
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if(lasercolor == "r")
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new /obj/item/clothing/suit/redtag(Tsec)
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do_sparks(3, 1, src)
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new /obj/effect/decal/cleanable/blood/oil(loc)
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..()
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/mob/living/simple_animal/bot/ed209/proc/set_weapon() //used to update the projectile type and firing sound
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shoot_sound = 'sound/weapons/laser.ogg'
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if(emagged)
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if(lasercolor)
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projectile = /obj/item/projectile/beam/disabler
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else
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projectile = /obj/item/projectile/beam
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else
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if(!lasercolor)
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projectile = /obj/item/projectile/beam/disabler
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else if(lasercolor == "b")
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projectile = /obj/item/projectile/beam/lasertag/bluetag
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else if(lasercolor == "r")
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projectile = /obj/item/projectile/beam/lasertag/redtag
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/mob/living/simple_animal/bot/ed209/proc/shootAt(mob/target)
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if(lastfired && world.time - lastfired < shot_delay)
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return
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lastfired = world.time
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var/turf/T = loc
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var/atom/U = (istype(target, /atom/movable) ? target.loc : target)
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if(!U || !T)
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return
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while(!isturf(U))
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U = U.loc
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if(!isturf(T))
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return
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if(!projectile)
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return
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if(!isturf(U))
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return
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var/obj/item/projectile/A = new projectile(loc)
|
|
playsound(loc, shoot_sound, 50, 1)
|
|
A.current = U
|
|
A.yo = U.y - T.y
|
|
A.xo = U.x - T.x
|
|
A.fire()
|
|
|
|
/mob/living/simple_animal/bot/ed209/attack_alien(mob/living/carbon/alien/user)
|
|
..()
|
|
if(!isalien(target))
|
|
target = user
|
|
mode = BOT_HUNT
|
|
|
|
/mob/living/simple_animal/bot/ed209/emp_act(severity)
|
|
|
|
if(severity==2 && prob(70))
|
|
..(severity-1)
|
|
else
|
|
var/obj/effect/overlay/pulse2 = new/obj/effect/overlay ( loc )
|
|
pulse2.icon = 'icons/effects/effects.dmi'
|
|
pulse2.icon_state = "empdisable"
|
|
pulse2.name = "emp sparks"
|
|
pulse2.anchored = TRUE
|
|
pulse2.dir = pick(GLOB.cardinal)
|
|
QDEL_IN(pulse2, 1 SECONDS)
|
|
var/list/mob/living/carbon/targets = list()
|
|
for(var/mob/living/carbon/C in view(12,src))
|
|
if(C.stat==2)
|
|
continue
|
|
targets += C
|
|
if(length(targets))
|
|
if(prob(50))
|
|
var/mob/toshoot = pick(targets)
|
|
if(toshoot)
|
|
targets-=toshoot
|
|
if(prob(50) && !emagged && !locked)
|
|
emagged = TRUE
|
|
set_weapon()
|
|
shootAt(toshoot)
|
|
emagged = FALSE
|
|
set_weapon()
|
|
else
|
|
shootAt(toshoot)
|
|
else if(prob(50))
|
|
if(length(targets))
|
|
var/mob/toarrest = pick(targets)
|
|
if(toarrest)
|
|
target = toarrest
|
|
mode = BOT_HUNT
|
|
|
|
/mob/living/simple_animal/bot/ed209/proc/unset_disabled()
|
|
disabled = FALSE
|
|
icon_state = "[lasercolor]ed2091"
|
|
|
|
/mob/living/simple_animal/bot/ed209/bluetag
|
|
lasercolor = "b"
|
|
|
|
/mob/living/simple_animal/bot/ed209/redtag
|
|
lasercolor = "r"
|
|
|
|
/mob/living/simple_animal/bot/ed209/UnarmedAttack(atom/A)
|
|
if(!on)
|
|
return
|
|
if(iscarbon(A))
|
|
var/mob/living/carbon/C = A
|
|
if(!C.IsStunned() || no_handcuffs && !baton_delayed)
|
|
stun_attack(A)
|
|
else if(C.canBeHandcuffed() && !C.handcuffed)
|
|
cuff(A)
|
|
else
|
|
..()
|
|
|
|
/mob/living/simple_animal/bot/ed209/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
|
|
if(isitem(AM))
|
|
var/obj/item/I = AM
|
|
var/mob/thrower = locateUID(I.thrownby)
|
|
if(I.throwforce < src.health && ishuman(thrower))
|
|
retaliate(thrower)
|
|
..()
|
|
|
|
/mob/living/simple_animal/bot/ed209/RangedAttack(atom/A, params)
|
|
if(!on)
|
|
return
|
|
shootAt(A)
|
|
|
|
/mob/living/simple_animal/bot/ed209/proc/stun_attack(mob/living/carbon/C)
|
|
var/threat = C.assess_threat(src)
|
|
var/prev_intent = a_intent
|
|
a_intent = INTENT_HELP
|
|
baton.attack(C, src)
|
|
a_intent = prev_intent
|
|
baton_delayed = TRUE
|
|
addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
|
|
icon_state = "[lasercolor]ed209-c"
|
|
addtimer(VARSET_CALLBACK(src, icon_state, "[lasercolor]ed209[on]"), 2)
|
|
if(declare_arrests)
|
|
var/area/location = get_area(src)
|
|
speak("[no_handcuffs ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
|
|
|
|
/mob/living/simple_animal/bot/ed209/proc/cuff(mob/living/carbon/C)
|
|
mode = BOT_ARREST
|
|
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
|
|
C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
|
|
"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
|
|
|
|
INVOKE_ASYNC(src, PROC_REF(cuff_callback), C)
|
|
|
|
/mob/living/simple_animal/bot/ed209/proc/cuff_callback(mob/living/carbon/C)
|
|
if(!do_after(src, 6 SECONDS, target = C))
|
|
return
|
|
if(!C.handcuffed && on)
|
|
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
|
|
C.update_handcuffed()
|
|
back_to_idle()
|
|
|
|
#undef BATON_COOLDOWN
|